Procedural Energy Beams & Flows VFX System · URP & HDRP


Particles can travel between moving objects, originate from animated character ... Built for Variation ... Animated Skinned Mesh Support — create effects that originate from or travel ...


by Skulmovski Studio


Price History +

Create highly customizable procedural energy beams and flows in Unity 6. Combine 3 Flow Layers, 8 procedural Motions, Point/Line/Surface endpoints, presets, runtime API, URP/HDRP and VFX Graph.

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  • 1 Demo Scene
  • 65 Prefabs
  • 73 Presets
  • 5 Flow Surface Examples
  • 3 Materials
  • 4 Textures — from 128×128 to 512×512
  • 20 HLSL Shaders
  • 1 Compute Shader
  • Surface Sample Baker — lightweight editor tool for preparing Mesh and Skinned Mesh surfaces for Surface endpoints

URP VFX GRAPHS

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  • 2 VFX Graph variants
    • Unlit
    • Lit

HDRP VFX GRAPHS

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  • 3 VFX Graph variants
    • Unlit
    • Lit · Standard Material Type
    • Lit · Simple Lit Material Type

DOCUMENTATION

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  • PDF
  • Markdown

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Want to create energy beams, magic flows, character energy, absorption effects, charging effects, particle streams or source-to-target VFX without being locked to a collection of fixed prefabs?


Energy Flow is built around exactly that idea.


Instead of providing a pack of predefined beam effects, it gives you a procedural Energy Flow system where you control the Start and End sources, particle spawning, transfer behavior, path shape, procedural motion, secondary particles and appearance.


Start and End can independently use Point, Line or Surface endpoints, including static Meshes and animated Skinned Mesh surfaces.


Particles can travel between moving objects, originate from animated character surfaces, converge toward arbitrary geometry, follow live targets, peel away from surfaces before transferring, or form complex procedural paths by combining multiple Motion types.


The same underlying system can be configured for magic beams, sci-fi energy, healing and draining effects, soul absorption, character auras, weapon charging, portal energy, particle trails, tracking particles, environmental flows and many other VFX styles.



Built for Variation

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Energy Flow is designed around combinations rather than fixed effects.


Each Flow Layer exposes approximately 130+ configurable settings, and the system provides three independent Flow Layers that can be combined inside the same effect.


Each layer independently controls Spawn, Start and End endpoints, Transfer, PRE modifiers, procedural Motions, POST shaping, Appearance and Child particles.


The eight procedural Motion types are also additive rather than exclusive — Bend, Oscillation, Spiral, Lightning, Organic Flow, Ribbon Weave, Branch Split and Turbulence can be layered together to create much more complex movement.


Because endpoint types, Motions, path modifiers, Child effects and Appearance settings can all be combined independently, a single Energy Flow setup can produce an extremely large number of visually different configurations.


The supplied examples are intended as starting points and references — not as the limits of the system.



Key Features

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⚡ Highly Customizable Procedural Energy Flow System — build energy beams, magic flows, particle streams, absorption, charging and other source-to-target VFX from one flexible system.


🔀 3 Independent Flow Layers — combine multiple particle styles, timings and behaviors inside a single effect.


📍 Point, Line & Surface Endpoints — freely mix different Start and End types, including static Meshes and animated Skinned Mesh characters.


🧍 Animated Skinned Mesh Support — create effects that originate from or travel toward animated character surfaces with skeletal deformation support.


🌀 8 Combinable Procedural Motions — Bend, Oscillation, Spiral, Lightning, Organic Flow, Ribbon Weave, Branch Split and Turbulence can be layered together.


📦 73 UFlow Presets — ready-to-use example configurations showcasing a wide range of Energy Flow styles, combinations and use cases.


🎛️ Advanced Path & Transfer Control — shape how particles spawn, move, follow endpoints, sweep across surfaces, expand, collapse and animate along the path.


⏱️ Distance-Based Transfer Timing — particle travel duration is calculated automatically from the Start-to-End distance and Transfer Speed. Live endpoints can continue moving during the transfer, allowing the flow to dynamically follow moving targets.


✨ Child Particle Effects — add sparks, impacts, secondary trails and other supporting particles with multiple trigger modes.


🎨 Extensive Appearance Controls — customize textures, color, size, orientation, transparency and Lit material properties.


📦 UFlow Preset System — save, reuse and export complete Energy Flow configurations with their required texture resources.


🔌 Runtime C# API & Editor Preview — control effects from gameplay code and configure them directly in the Editor.


🟦🟥 URP & HDRP Support — dedicated pipeline-specific VFX Graph variants for both Universal and High Definition Render Pipelines.



Designed for Many Types of VFX

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Energy Flow can be adapted for a wide range of effects, including energy beams, magic beams, energy transfer, particle flows, magic VFX, sci-fi VFX, character VFX, animated character effects, Skinned Mesh VFX, healing effects, draining effects, mana absorption, soul absorption, charging effects, weapon energy, power connections, portal effects, portal energy, energy trails, magic trails, particle trails, particle streams, tracking particles, source-to-target effects, spell VFX, environmental energy, stylized VFX and realistic energy effects.